Fantaz
02-15-2010, 03:54 PM
Demon Stompy
... sorry if this post belongs within an existing thread, I didn’t see exactly a Demon Stompy…
The drive for me on this deck is Abyssal Prosecutor… but finding other bonus synergies was equally satisfying…
A few points to consider if you are not in favor of Abyssal Prosecutor:
- Obvious is his mana ratio to power/toughness.
- Mix the speed with size and now invasion, obvious again.
- To combat the poor comparison to Grinning Demon and why this guy doesn’t see play and how Abyssal Prosecutor will then see play: 1- Flying/Trample put him ahead at ensuring you get through. At times in need Grinning Demon can and will be chump blocked until your opponent can pack enough burn to finish you off while you ding yourself in the face turn after turn… or if they have a control/controlish deck they will chump block you until they get their removal.
2- I’d like to compare the Abyssal Prosecutor draw back to that of Grinning Demon. To me and the meta I play in agro is a strong large chunk. 2 hits turn after turn can easily wind up reading “you lose the game” while Abyssal Prosecutor might not let you win the game it does not contribute to lowering your life total. Your opponent still needs to finish you off… in A) Abyssal Prosecutor buys your opponent time and in B) Grinning Demon speeds your opponent up. A and B are very different.
Deck:
4 Abyssal Prosecutor
2 Tombstalker
2 Gravedigger
2 Gatekeeper of Malakir
3 Shriekmaw
3 Bloodghast
4 Chalice of the Void
4 Trinisphere
4 Buried Alive
4 Chainer’s Edict
3 Soul Reap
4 Chrome Mox
3 City of Traitors
3 Ancient Tomb
2 Volrath’s Stronghold
13 Swamp
I have not finalized a sideboard… play testing for me at this stage is primarily focused on my game 1’s to learn what the sideboard should be.
From my early play testing: The great amount of removal provides an excellent match up against agro decks… and surprisingly an even easier match up against Tempo Thresh provided their low threat count.
Additionally I have had slightly favorable match up against Survival (non-bant variation).
Relatively un-favorable match up against Ichorid unless I land an early Chalice or Trini.
I still need to play out the Counter/Top match, Bant Survival, and… ANT (which I’m pretty sure will be a pounding for me)… in fact all three might be and this is where the sideboard may be focused...
It may appear to be too much removal Gatekeeper/Shriekmaw/Chainer’s/Soul (2+3+4+3=12)… Let’s remember we need removal for your own Abyssal Prosecutor and 5 of the 12 are optional i.e. creatures. Therefore if you have 4 removal for your 4 Abyssal Prosecutor and you’re playing combo you really have 3 fully useless cards + I understand the loss of tempo with the 5 creatures with removal abilities as they are not the best attackers and would ideally be something else. Not the best removal package if playing combo or something similar, but it is not also as bad as it seems.
Onto some of the card choices:
Abyssal Prosecutor – Awesomness… provided many fetches in Legacy and your other creatures usually the game is over within 2-3 turns of landing him. With the above build I never have had a problem removing him when needed.
Tombstalker – He’s big, he’s fat, he flies… somewhat obvious… but actually I considered dropping him down to 1 because I am not in favor of removing my yard much of the time.
Gravedigger – I actually would up his count by 1 if I drop 1 Tombstalker. His synergy with Buried Alive/Shriekmaw has earned his spot.
Gatekeeper of Malakir – He is removal for your opponents threats… he is removal for your Abyssal Prosecutor… he is tutorable with Buried Alive (brought back with Gravedigger/Volrath’s Stronghold).
Shriekmaw – He is targeted removal that synergizes well with Gravedigger/Volrath's Stronghold. Also turtorable with Buried Alive. His invasion ability has also proven its worth...
Bloodghast – He is purely here for the quick wins that come from abusing Buried Alive. Three only because I don’t want to have to see him early… and I am not sure I value cutting anything else for a fourth.
Chalice of the Void – Obvious for the stompy player. This is usually set at 1… but if I do have the game won within a turn or two I will set at 2 or 3 depending on what I might fear…
Trinispher – Again, obvious for the stompy player. The impact it has on our 2 mana cost cards is negligible.
Buried Alive – This card rocks! It grabs the added removal when needed. It grabs 3x Bloodghast for swarming. It provides the deck an edge. Keep in mind for opening hands I do treat having Buried Alive as a creature and depending if I have any recursion it is also long term removal.
Chainer’s Edict – Why over Diabolic? Both get rid of Abyssal Prosecutor and opponents threats… The instant speed is not as needed while I have a number of times loved having the Flashback ability from Chainer’s Edict.
Soul Reap – Big draw back when I cannot hit the most popular creature in the game Tarmogoyf… so only 3… but he hits our Abyssal Prosecutor and when aimed against your opponent hitting them for an extra 3 is really really nice!
Chrome Mox – Common to stompy decks this is a needed card for speed. Pick wisely… usually early Tomstalkers or later repeated copies of Buried Alive… Second copy of Abyssal Prosecutor…
City of Traitors/Ancient Tomb – Also common to stompy decks, these lands are needed for speed. I picked a 3/3 split since this stompy deck has a little lower of a curve than some others… also we can be black mana hungry so I like having the higher swamp count while making space for our next card below...
Volrath’s Stronghold – This land is spectacular with Buried Alive and the Gatekeeper/Shriekmaw in the deck. It will also bring back a burned out Abyssal Prosecutor…
13x Swamps – As noted, this deck can be black mana hungry… It might be able to go up down a few also depending on a change in card choices…
It sometimes takes me a while to post… but I hope to catch questions as/if they come.
Thanks for reading!
... sorry if this post belongs within an existing thread, I didn’t see exactly a Demon Stompy…
The drive for me on this deck is Abyssal Prosecutor… but finding other bonus synergies was equally satisfying…
A few points to consider if you are not in favor of Abyssal Prosecutor:
- Obvious is his mana ratio to power/toughness.
- Mix the speed with size and now invasion, obvious again.
- To combat the poor comparison to Grinning Demon and why this guy doesn’t see play and how Abyssal Prosecutor will then see play: 1- Flying/Trample put him ahead at ensuring you get through. At times in need Grinning Demon can and will be chump blocked until your opponent can pack enough burn to finish you off while you ding yourself in the face turn after turn… or if they have a control/controlish deck they will chump block you until they get their removal.
2- I’d like to compare the Abyssal Prosecutor draw back to that of Grinning Demon. To me and the meta I play in agro is a strong large chunk. 2 hits turn after turn can easily wind up reading “you lose the game” while Abyssal Prosecutor might not let you win the game it does not contribute to lowering your life total. Your opponent still needs to finish you off… in A) Abyssal Prosecutor buys your opponent time and in B) Grinning Demon speeds your opponent up. A and B are very different.
Deck:
4 Abyssal Prosecutor
2 Tombstalker
2 Gravedigger
2 Gatekeeper of Malakir
3 Shriekmaw
3 Bloodghast
4 Chalice of the Void
4 Trinisphere
4 Buried Alive
4 Chainer’s Edict
3 Soul Reap
4 Chrome Mox
3 City of Traitors
3 Ancient Tomb
2 Volrath’s Stronghold
13 Swamp
I have not finalized a sideboard… play testing for me at this stage is primarily focused on my game 1’s to learn what the sideboard should be.
From my early play testing: The great amount of removal provides an excellent match up against agro decks… and surprisingly an even easier match up against Tempo Thresh provided their low threat count.
Additionally I have had slightly favorable match up against Survival (non-bant variation).
Relatively un-favorable match up against Ichorid unless I land an early Chalice or Trini.
I still need to play out the Counter/Top match, Bant Survival, and… ANT (which I’m pretty sure will be a pounding for me)… in fact all three might be and this is where the sideboard may be focused...
It may appear to be too much removal Gatekeeper/Shriekmaw/Chainer’s/Soul (2+3+4+3=12)… Let’s remember we need removal for your own Abyssal Prosecutor and 5 of the 12 are optional i.e. creatures. Therefore if you have 4 removal for your 4 Abyssal Prosecutor and you’re playing combo you really have 3 fully useless cards + I understand the loss of tempo with the 5 creatures with removal abilities as they are not the best attackers and would ideally be something else. Not the best removal package if playing combo or something similar, but it is not also as bad as it seems.
Onto some of the card choices:
Abyssal Prosecutor – Awesomness… provided many fetches in Legacy and your other creatures usually the game is over within 2-3 turns of landing him. With the above build I never have had a problem removing him when needed.
Tombstalker – He’s big, he’s fat, he flies… somewhat obvious… but actually I considered dropping him down to 1 because I am not in favor of removing my yard much of the time.
Gravedigger – I actually would up his count by 1 if I drop 1 Tombstalker. His synergy with Buried Alive/Shriekmaw has earned his spot.
Gatekeeper of Malakir – He is removal for your opponents threats… he is removal for your Abyssal Prosecutor… he is tutorable with Buried Alive (brought back with Gravedigger/Volrath’s Stronghold).
Shriekmaw – He is targeted removal that synergizes well with Gravedigger/Volrath's Stronghold. Also turtorable with Buried Alive. His invasion ability has also proven its worth...
Bloodghast – He is purely here for the quick wins that come from abusing Buried Alive. Three only because I don’t want to have to see him early… and I am not sure I value cutting anything else for a fourth.
Chalice of the Void – Obvious for the stompy player. This is usually set at 1… but if I do have the game won within a turn or two I will set at 2 or 3 depending on what I might fear…
Trinispher – Again, obvious for the stompy player. The impact it has on our 2 mana cost cards is negligible.
Buried Alive – This card rocks! It grabs the added removal when needed. It grabs 3x Bloodghast for swarming. It provides the deck an edge. Keep in mind for opening hands I do treat having Buried Alive as a creature and depending if I have any recursion it is also long term removal.
Chainer’s Edict – Why over Diabolic? Both get rid of Abyssal Prosecutor and opponents threats… The instant speed is not as needed while I have a number of times loved having the Flashback ability from Chainer’s Edict.
Soul Reap – Big draw back when I cannot hit the most popular creature in the game Tarmogoyf… so only 3… but he hits our Abyssal Prosecutor and when aimed against your opponent hitting them for an extra 3 is really really nice!
Chrome Mox – Common to stompy decks this is a needed card for speed. Pick wisely… usually early Tomstalkers or later repeated copies of Buried Alive… Second copy of Abyssal Prosecutor…
City of Traitors/Ancient Tomb – Also common to stompy decks, these lands are needed for speed. I picked a 3/3 split since this stompy deck has a little lower of a curve than some others… also we can be black mana hungry so I like having the higher swamp count while making space for our next card below...
Volrath’s Stronghold – This land is spectacular with Buried Alive and the Gatekeeper/Shriekmaw in the deck. It will also bring back a burned out Abyssal Prosecutor…
13x Swamps – As noted, this deck can be black mana hungry… It might be able to go up down a few also depending on a change in card choices…
It sometimes takes me a while to post… but I hope to catch questions as/if they come.
Thanks for reading!